- •Unit 13 programming languages
- •Vocabulary Bank Unit 13
- •Text 13a. Types of programming languages
- •Machine Languages
- •Assembly Languages
- •Procedural Languages
- •Problem -Oriented Languages
- •Object-Oriented Programming
- •Natural languages
- •Query languages
- •Major languages
- •Speaking
- •Word formation: prefixes
- •Verb Prefix Meaning Example
- •Grammar revision
- •The Little Girl and the Wolf
- •Writing
- •Unit 14 software engineering
- •Vocabulary Bank Unit 14
- •Text 14 a. Software engineering
- •Text 14 b. Steps in computer program development
- •Grammar revision Suffixes
- •Most common suffixes and their meanings:
- •Why Learn Suffixes?
- •Interviewer / trainer / employer / interviewee / trainee / employee
- •Writing
- •Unit 15 programming
- •Vocabulary Bank Unit 15
- •Text 15 a. Program planning
- •Text 15 b. Procedural programming
- •Grammar review
- •Writing
- •Unit 16 computer software. It Certification
- •Vocabulary Bank Unit 16
- •33. Object code
- •Text 16 a. Software: the inside story
- •Text 16 b. It Certification
- •Isc2 cissp
- •Language skills development
- •Writing
- •Unit 17 web design
- •Vocabulary Bank Unit 17
- •Text 17 a. Web design
- •Text 17 b. Top ten mistakes in web design
- •1. Bad Search
- •2. Pdf Files for Online Reading
- •3. Not Changing the Color of Visited Links
- •5. Fixed Font Size
- •6. Page Titles With Low Search Engine Visibility
- •7. Anything That Looks Like an Advertisement
- •8. Violating Design Conventions
- •9. Opening New Browser Windows
- •10. Not Answering Users' Questions
- •11. Discourse markers: softening and correcting
- •Home Page Hints
- •Interview: Website Designer
- •Language skills development
- •Writing
- •Unit 18 computer graphics
- •Vocabulary Bank Unit 18
- •Text 18 a. Types of graphics software
- •Text 18 b. Computer graphics
- •Language skills development
- •To be used to do smth
- •Store / hold / input / control / convert / process / provide (x2)/ speed up
- •Giving advice
- •Writing
- •Imagine that you are to make a report on the following topics. While preparing it use the main information from the text.
- •Unit 19 data protection
- •Vocabulary Bank Unit 19
- •Text 19a. Data protection
- •Security and privacy on the Internet
- •Virus protection
- •Text 19 b. Internet security
- •Internet crime
- •Language skills development
- •Writing
- •Unit 20 Data Backup and restore procedures
- •Vocabulary Bank Unit 20
- •Text 20 a. Data backup and restore procedures
- •Text 20 b. Malware and computer crime
- •Computer Crime
- •Language skills development
- •Writing
- •Unit 21 databases
- •Vocabulary Bank Unit 21
- •Text 21 a. Database design
- •Text 21 b. Sql
- •Language skills development
- •Emphasizing: cleft sentences
- •Writing
- •Unit 22 MoBility
- •Vocabulary Bank Unit 22
- •Text 22 a. Mobile devices
- •Text 22 b. Learning on the go
- •Mobile phones
- •Mobile phones in class lower test scores
- •Language skills development
- •If X, then y
- •Writing
- •Unit 23
- •Virtual reality
- •Vocabulary Bank Unit 23
- •Text 23 a. Virtual reality
- •Text 23 b. Web browser
- •Language skills development Recent Developments in it
- •The Future of it Predictions : Future Perfect and It in subject position
- •Writing
- •Unit 24 jobs in computing
- •Vocabulary Bank Unit 24
- •Text 24 a. Jobs in computing
- •Text 24 b. Today’s most desired information technology skills
- •Language skills development
- •Test 11
- •Writing
Procedural Languages
Procedural languages are the third-generation languages. They are also called high-level languages because they represent a higher level of abstraction from a machine code than do assembly languages. Procedural languages employ more human-like words, and each has its own set of syntax rules. They are also more efficient, allowing the programmer to express with one statement what would take several commands in a machine language. They are called procedural languages because they allow the programmer to create procedures that implement structured programming. Procedural languages are by far the most widely used programming languages.
The development of procedural languages was started by the invention of translation programs that could convert the syntax of the high-level language to machine code that the computer could execute. These translators are compilers and interpreters.
A compiler converts an entire program written in a high-level language to machine language, storing it in what is called executable file, to be run later at the user's discretion. The original code is then called the source code, and the machine-language code is called the object code.
An interpreter reads each high-level program statement, then translates it to machine language and instructs the computer to execute the statement immediately. It creates no object code and no executable file; from the programmer's or user's standpoint, the computer executes the original code. This method of execution gives the programmer more immediate control of the machine and lends itself to an interactive method of programming and refining code and testing it immediately. The interpreter program does not permanently change the code, allowing users or programmers to make additions and other modifications to the program more easily. However, interpreting the code takes more processing than running a compiled program, so interpreted programs generally run slower than compiled programs.
Some of the most frequently used procedural languages include the following: BASIC, PASCAL.
Problem -Oriented Languages
Fourth -generation languages, the problem-oriented languages, are a mixed bag of strategies to make programming easier. They were created to solve specific user and programming problems rather than to achieve the broad general usability of procedural languages. This group of languages includes object-oriented languages, application generators, authoring systems, HyperTalk, and query languages.
Object-Oriented Programming
Object-oriented programming (OOP) takes a different approach to creating applications. Traditional programming treats data and instructions as separate items with the instructions controlling the data; the instructions are active controls on passive data. In object-oriented programming, an object is created by joining data and instructions in a process known as encapsulation. Once an object is made and debugged, it will work. Objects can then be linked together with messages (calls to the object to implement its instructions on its data) to form full-fledged applications.
